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Usability Testing and System Evaluation: A Guide for Designing Useful Computer Systems

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... -ease of learning (Nielsen, 1990;Shackel, 1991;Reed, 1992;Lindgaard, 1994;Guillemette, 1995); -ease of use (Nielsen, 1990;Guillemette, 1995); -easy to remember (Nielsen, 1990); -performance effectiveness (Shackel, 1991;Reed, 1992;Lindgaard, 1994); ...
... -ease of learning (Nielsen, 1990;Shackel, 1991;Reed, 1992;Lindgaard, 1994;Guillemette, 1995); -ease of use (Nielsen, 1990;Guillemette, 1995); -easy to remember (Nielsen, 1990); -performance effectiveness (Shackel, 1991;Reed, 1992;Lindgaard, 1994); ...
... -flexibility (Shackel, 1991;Lindgaard, 1994;Guillemette, 1995); ...
Article
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Digital technologies have opened a large set of opportunities for new electronic services (e-commerce, e-health, e-studies etc.). There are many considerations that need to be made when programmers are building new application software or system software. The software needs to be attractive enough that people want to look at it. It also needs to contain all necessary information that developers want to share with their readers (customers, users) in order to help them achieve the objective for which they came to their website, use their software, or interact with their teaching packages. The oversupply of e-services products has created a need for usability research and development. “Usability means making products and systems easier to use, and matching them more closely to user needs and requirements”. Usability is a key concept of the human-computer interface and is concerned with making computer systems easy to learn and easy to use through a user-centered design process. The in-depth understanding of usability concepts and processes are critical for large-scale acceptance of new e-services and knowledge productivity. Poorly designed software can be extremely annoying to users. Smith and Mayes state that „usability is now recognised as a vital determining factor in the success of any new computer system or computer-based service”. Studies have shown that the main health problems of computer users are repetitive strain injuries, visual discomfort and stress-related disorders. Beside other risk factors, such as poor workstation design, uncomfortable work postures, long hours of computer use every day, stress, etc., also poor design and usability of the computer systems, as well as computer technical problems, add to the pressure felt by the user, which may in turn cause stress-related disorders.
... Screen design of search system (SD) is the way information is presented on the screen (Lindgaard, 1994). It was acknowledged by IS researchers that the interface design and information presentation made of an information system can greatly in°uence users' search strategies and performance (Jarvenpass, 1989;Lim et al., 1996). ...
... (3) Screen design of search system (SD): Items of screen design re°ect the way system information is present on the screen and relates to the arrangement of content in terms of layout, colour schemes, paragraph formatting, font size as well as identify the relevant information more easily (Lindgaard, 1994;Hong et al., 2002;Graham et al., 2005;Ramayah, 2006b;Jeong, 2011). The questionnaire for User Interaction Satisfaction (QUIS) was designed to assess user's subjective satisfaction with speci¯c aspects of the human-computer interface such as screen factored (Chin et al., 1988). ...
... However, its lengthy design can be problematic for a questionnaire study (Lee, 2007). Therefore, in the context of a library, this study preselected a set of six questions to measure the screen design based on the mobile phone user interface framework suggested by Ketola and Roykkee (2001) and previously existing User Interaction Satisfaction questionnaire instruments: the QUIS (Chin et al., 1988;Lindgaard, 1994;Jeong, 2011). We use six items measuring, to determine a screen design for each library search system: OPAC system, separated, and integrated online full-text database system, which refer to character on screen, font type/style, background color, highlight, layout and adequacy of information on screen. ...
Article
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Increasingly, powerful mobile technology, like the tablet, empowers learners to seek information in mobile learning scenarios virtually anywhere and anytime. It is important for the academic library to look at how students use their tablets for library information seeking tasks to fully understand the nature of the patron's task and the need for the tablet. This study investigates the function of mobile technology based on the information seeking task, with particular reference to the appropriateness of tablet characteristics for the information seeking task in a library online database, downloading and reading from the screen, the effect of the patron's perception on their behavioural intention (BI) to use the tablet, and a measure of the patron's acceptance. Adapting the unified theory of acceptance and use of technology (UTAUT) model requires re-specification to suit a specific information system. The re-specific model introduces new constructs and new measuring instruments. New constructs were used for exogenous predictors of the UTAUT variables as well as including integration variables namely technology characteristics and task characteristics that were explicitly contained in the task-technology fit (TTF) model. These extensions and integrations of UTAUT have been valuable in expanding our understanding of technology adoption and extending the boundaries of the theory. Our research found that TTF and performance expectancy (PE) have a direct effect on actual use (AU). In addition, we also found a significant effect of the TTF on PE which in turn influences BI to accept the tablet for library information seeking tasks. This shows the importance of TTF. Besides, the results showed that interaction with library search systems revealed the strongest effect among the exogenous variables, which ultimately determines the AU of the tablet for library information seeking tasks.
... Screen design refers to the way information is presented on the screen [34]. A screen that is well organized and carefully designed assists users to scan the screen and locate relevant information more easily [54]. ...
... Navigation is the ease with which users can move around the system, understand menu options, and recognize where they are and where they are going in a sequence of screens [34]. By providing navigation aids or increasing the amount of unique landmarks, users can be prevented from getting lost in information-intensive systems, and guaranteed a sufficient search [34]. ...
... Navigation is the ease with which users can move around the system, understand menu options, and recognize where they are and where they are going in a sequence of screens [34]. By providing navigation aids or increasing the amount of unique landmarks, users can be prevented from getting lost in information-intensive systems, and guaranteed a sufficient search [34]. As a result of that, this research will propose that navigation clarity will help users find relative information on mobile ...
... Purpose Thinking Aloud (Lewis, 1982), (Dumas & Redish, 1993), (Lindgaard, 1994), (Nielsen, 1994), (Rubin, 1994) Lets the evaluator understand how the user views the system. The method can be used in any stage of development. ...
... Method (Dumas & Redish, 1993), (Lindgaard, 1994, (Rubin, 1994 Idealistic for evaluating groupware programs, CSCW products and other products designed to be used by workers in team environments. Can be used during any phase of development. ...
... Performance Measurement (Nielsen, 1993), (Dumas & Redish, 1993), (Lindgaard, 1994, (Rubin, 1994 Measures whether a usability goal is reached or not e.g. a kind of bench marketing. Should be used in initial stages of design to provide benchmarks for the design process. ...
Article
When we do traditional usability tests on applications using stationary computers the context is controlled and not especially relevant. The computers in the labs are more or less in the same context as when they are used in offices and homes. But for mobile devices, testing might make the result irrelevant since it fails to take the context of its use into consideration. The purpose of this study is to evaluate the usability testing methods and theories from a mobile perspective. This is to find out if and where the conventional usability methods fail and what they fail to detect when applied to mobile devices. How can the usability methods of today be extended to facilitate the testing of mobile devices in its right context? This paper is based on our previous studies and gives a brief overview of our field of work so far. It is written in two parts so to speak where the first part ends at chapter: Further research and that is also where the second part begins. Further research is a rather long chapter with our plans for future studies, it begins with further studies based on the findings from the article and ends with a scenario for our next study.-1-1
... Purpose Characteristics 9) Thinking Aloud (Lewis, 1982), (Dumas & Redish, 1993), (Lindgaard, 1994), (Nielsen, 1994), (Rubin, 1994) Lets the evaluator understand how the user views the system. The method can be used in any stage of development. ...
... It is also hard for skilled users to verbalise their decision process since they execute part of their work automatically. 10) Co-Discovery Method (Dumas & Redish, 1993), (Lindgaard, 1994, (Rubin, 1994 Idealistic for evaluating groupware programs, CSCW products and other products designed to be used by workers in team environments. Can be used during any phase of development. ...
... The advantage of this method over the thinking aloud protocol is two-fold: in the workplace, most people have someone else available for help the interaction between the two participants can bring out more insights than a single participant vocalizing his or her thoughts. 11) Questionasking Protocol (Dumas & Redish, 1993), (Lindgaard, 1994, (Rubin, 1994 Lets the evaluator understand how the user views the system. The method can be used in any stage of development. ...
... As it can be deduced from what has been explained up to now, the possible classifications are many and often with common aspects. For this reason two other classifications considered important will be mentioned, the one of Lindgaard (1994), based on the difference between the moment in which the data are collected and if the method or technique is conducted on field or in a laboratory, and that proposed by Hilbert & Redmiles (2000), in which methods are classified as predictive, observational and participatory (Bauernfeind, 2008). For the purposes of the narrative proposal of this paragraph, the classification formulated by Opperman & Reiterer (1997) is of particular interest, because the methods are divided as follows: subjective evaluation (e.g. ...
... However, expert's judgments underlie a certain subjectivity and are influenced by their experience, background and talent in anticipating what users find easy or difficult when using a system (Oppermann & Reiterer, 1997). Lindgaard (1994) defines it as a detailed analysis of informal subjective usability conducted by experts who simulate the perspective of a typical end user using vague guidelines and not specific rules or procedures, as happens instead in the Cognitive Walkthrough. ...
Chapter
Nowadays the social scientists are called to integrate within their studies new tools that modify and innovate the scientist's typical toolbox. Digital platforms, media, and especially apps pose further challenges to social scientists today, as they are an important place of significant socio-cultural, economic, health, relationships, and entertainment transformations. When studying digital technologies, in fact, it's important to pay attention to both their socio-cultural representations and technological aspects – since even design and data outputs have social and cultural influences. In this context, new research questions arise; among all the possible tools in the digital method toolbox, the walkthrough method is a noteworthy way to answer them. Starting from these considerations, this chapter aims to analyze, through a review of the literature, the birth and development of the walkthrough method in its various meanings to identify the innovative aspects and fields of application.
... Human-Computer Interaction, usability testing, eye tracking, web based multimedia, software evolution GİRİŞ Kullanışlılık, bireylerin bir ürün veya sistem kapsamında, verilen rollere göre belirli işlemleri ne kadar kolay tamamlayabildiğine ilişkin bir ölçümdür (Chapanis, 1991;Lindgaard, 1994;Shackel, 1991). Kullanışlılık, temel olarak bir ürünün veya sistemin verimlilik, etkililik ve memnuniyet değişkenleri açısından değerlendirilmesi sonucunda elde edilir (ISO, 1997). ...
... Usability can be defined as a measurement of how easy to complete certain operations according to given roles within the scope of a product or system (Chapanis, 1991;Lindgaard, 1994;Shackel, 1991).Usability is being obtained by considering effectiveness, efficiency and satisfaction of a system or goods (ISO, 1997).The education processes supported by the Internet and web technologies, usability is one of the factors for success of students and evolution processes of teachers. In this study, usability factors for effective design and usage of web based multimedia packages created for educational purposes are evaluated. ...
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ÖZET Eğitim-öğretim süreçlerinin internet ve web teknolojileri ile desteklendiği durumlarda kullanışlılık, öğrenci başarısını etkileyebilen faktörlerden biridir. Bu çalışmada, eğitim ve öğretimi hedefleyen web tabanlı eğitsel çoklu ortam paketlerinin etkin tasarımı ve kullanımı için kullanışlılık faktörleri değerlendirilmiştir. Araştırma süresince, deneyler ve analizler Marmara Üniversitesi, Atatürk Eğitim Fakültesi, Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü'nde hizmet vermekte olan İnsan-Bilgisayar Etkileşim Laboratuvarı'nda gerçekleştirilmiştir. Verilerin kayıt edilmesi esnasında, göz ve fare hareketlerini gösteren ekran kayıtları alınmıştır. Verilerin analizinde, kılavuzlanmış ilgi alanlarında gözün odaklanma sayısı, bakış sırası ve gözün durma süresi, bütünde odaklanma sayısı, ısı haritaları ve gözün tarama yolu değerlerine bakılmıştır. Bu çalışmadan elde edilen sonuçların, web tabanlı eğitimin yanı sıra günümüzde gittikçe yaygınlaşan sanal sınıf uygulamaları, öğrenme nesneleri, eğitsel yazılımlar, alıştırma yazılımları, eğitsel oyunlar gibi bilgisayar destekli materyallerin tasarımı ve değerlendirilmesi için de yön gösterici olduğu düşünülmektedir. ANAHTAR SÖZCÜKLER: İnsan-Bilgisayar Etkileşimi, kullanışlılık testi, göz izleme, web tabanlı çoklu ortam, yazılım değerlendirme. ABSTRACT Usability is one of the factors that can affect the success of students where learning processes are supported by internet and web technologies. In this study, usability factors for effective design and usage of web based multimedia packages created for educational purposes are evaluated. The research, experiments and analysis are done in the Human-Computer Interaction Laboratory that resides in Computer Education and Instructional Technologies Department of Marmara University. Data for the experiment are collected by using screen records which contain eye and mouse motions. For the analysis of data, fixation count, sequence and dwell time values in gridded area of interest; fixation count, heat map and scanpath values in whole are considered. The results obtained from this 1 Prof. Dr., Marmara Üniversitesi, sbayram@marmara.edu.tr 2 Arş.Gör. Yıldız Teknik Üniversitesi, syeni@yildiz.edu.tr
... It is much like saying that "a business must make a profit". HeI does have methods, processes, and metrics that are readily integrated into the systems design and development lifecycle (Lindgaard, 1994;Vredenburg et aI., 200 I). Let us therefore look at a number of ways that HeI can contribute to improving applications. ...
... Likewise, it is well known that 80% of service costs are spent on unforeseen user requirements that have been neglected during the design phase (Karat, 1997). Indeed, 80% of software problems only emerge once the application has been released, and of these, 80% could have been avoided if a complete User Needs Analysis (UNA) (Lindgaard, 1994) had been performed during requirements capture. In outlining a set of HeI methods and findings in the discussion below I will assume redesign of an existing application for internal use. ...
Chapter
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This talk aims to show how traditional divisions of labour and responsibilities prevent businesses from adopting a customer focus, and, more importantly, the negative impact this has on their bottom line. I discuss how Human Computer Interaction (HCI) specialists can help to break down this silo structure and establish a user- or customer-centred focus. By applying HCI methods wisely, internal communication patterns can be revised to maximise the business value of a User-Centred Design (UCD) approach. Focusing first on the Systems Design & Development Process, I draw attention to certain points at which HCI can easily be integrated into the process, outlining some of the costs and the benefits an individual IT project stands to gain. Invariably, both of these sets of figures are surprisingly high. A brief discussion of the user- versus the customer experience aims to show their similarities and how they differ.
... Interface characteristics comprises screen terminology and screen design. Terminology refers to the words, sentences, and abbreviations used in the system (Lindgaard, 1994) where byscreen design relates to how information is presented on the system's screen (Lindgaard, 1994). ...
... Interface characteristics comprises screen terminology and screen design. Terminology refers to the words, sentences, and abbreviations used in the system (Lindgaard, 1994) where byscreen design relates to how information is presented on the system's screen (Lindgaard, 1994). ...
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The Main objective of this paper was to investigate the impact of interface characteristics—terminology and screen design—on the perceived ease of use and perceived usefulness of digital libraries among post-graduate students in Somalia. Convenient sampling method was adopted for sample selection and a structured questionnaire was distributed on July, 2014. The study found out that terminology used on the digital library interface has a positive influence on its perceived ease of use. Also, screen design has much impact on the perceived ease of using digital library. Finally, a positive correlation between perceived ease of use and perceived usefulness was found. These findings imply that some factors such as exclusion of technical terms and jargons to enhance ease of use of digital libraries should be taken into consideration (when planning and building digital libraries).
... Both during the design/development and during the operation of the application (before it is released to the public), an evaluation of its usability is required. Of the multitude of methods for evaluating the usability of an application, the analytical and empirical methods are two general categories of methods (Kostaras, 2010;Dumas and Redish, 1993;Lindgaard, 1994). Analytical evaluation methods are intended to simulate end-user behavior, are carried out in the laboratory and usually do not require the participation of end-users. ...
Article
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Smart Eye is a research project focused on developing and operating, in real-time, an innovative system, that allows the visualization of invisible, known, covered by the ground or by constructions, monuments and finds in an archaeological site, using an Augmented Reality (AR) environment. The visitors of an archaeological site will be able to observe the covered antiquities (3D models and descriptive information) on the screen of their mobile device (smart phone and/or tablet). The system integrates mobile positioning and pose estimation technologies, AR algorithms, Geographic Information Systems (GIS) and spatial databases. The AR application is implemented by IT scientists and is subsequently evaluated in the field to identify both technical problems (e.g. are files uploaded at high speed?) and problems identified by the average user of the AR application (e.g. would it be better if the button to display the 3D model of the archaeological excavation was larger on the screen or of a different color?). The paper will present, on one hand, the validation and evaluation protocols according to the relevant literature, and on the other, the exact evaluation methodology of the Smart Eye system. In addition, the problems identified and the way they were solved during the 1st evaluation of the application will be presented, as well as the problems identified during the 2nd evaluation.
... User-controlled testing is the most adequate method of assessment [50][51][52]. It consists of configuring system tests to perform a series of tasks by representative users. ...
Article
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Background Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. Objective The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. Methods The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. Results We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. Conclusions This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.
... • It was generally agreed that the tool designed in simple way that enhance the learnability aspect of software. Learnability refers to "the ease with which new users may accomplish certain tasks" (Lindgaard 1994). A participant declared that "one of the problems that may face organisations when applying new software is the increased training, outsourcing and highly maintenance costs. ...
Thesis
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Enterprises integrate social networking tools within their information systems to enhance social networking, situational awareness, coordination and collaboration amongst their members. Social interaction can be empowered by traditional tools such as E-mail, or specialised social platforms, including Workplace by Facebook and Slack. More specialised systems enable bespoke features to declare, share and retrieve current and past engagements, team memberships, allocated tasks and priorities. Social transparency refers to the intentional sharing of information relating to intentions and reasoning of individual actions to others in the workplace. This includes announcing personal interests, activity status, priorities and personal achievements in order to explain individual intentions. Such transparency is typically intended to increase relatedness, motivation, coordination and trust amongst colleagues. However, an ad-hoc implementation of such transparency can pose issues such as information overload, social loafing, motivating unwanted grouping amongst colleagues and increasing pressure to perform in a particular manner. Although the current works on transparency and its effects illuminate the potential promise of managing social transparency in the enterprise, particularly in their online platforms, scholars still handle social transparency as an information quality issue and there is a lack of concrete knowledge about its potential risks and their factors. Moreover, there is a lack of systematic methods to evaluate and assess the quality of online social transparency in general and its shortcomings and risks in particular. In this research, we address the question of how to manage social transparency by identifying and assessing the risks of its ad-hoc practice. We provided a working definition of social transparency, and we assume that this transparency is an autonomous decision by organisation members to be open when conveying social information through online platforms. This research aims to provide a systematic method to identify and assess the risks of online social transparency within organisation members. To achieve the goal of this research, a qualitative approach has been adopted to explore the risks of online social transparency and how this transparency can be assessed. Implementing this approach resulted in several empirical studies involving employees, managers, systems analysts. Two focus groups resulted in exploring the concept of online social transparency and the assessment factors. An Interview study contributes to that aim by creating classifications of users’ perspective on risks and risk factors. An observational study conducted in two small multicultural companies to further explore the risks and risk factors from real organisational contexts. A novel assessment method for online social transparency was developed from these studies to assist system analysts and enterprise management in identifying and assessing the impact of online social transparency in their work environment.
... While not a central theme of this work, the extensive examination of the multidisciplinary literature review, included a long and hard look at the human-computer interaction (HCI) and the ergonomics field (e.g. McGraw, 1992, Dovmton, 1993, Wilson and Corlett, 1990 and Lindgaard, 1994). This analysis of HCI models, techniques and practices failed to provide any significantly useful or unique concepts over and above those already present in the accumulated literature for this particular teaching system research. ...
Thesis
This thesis investigated a number of performance measures for computer-aided instruction (CAI) systems. These "evaluation metrics" are intended to assess the worth and value of teaching systems. An operational accounting tutor (which teaches marginal costing) was used to develop the metrics and a replication study was conducted on Application Program Tutor (a tutoring system designed to teach courses). Although, CAI is a mature technology which has evolved in a variety of fields and forms since the 1950s, its potential remains untapped. Factors attributed to this include resistance from teachers, lack of student involvement in design, and insufficient imagination in curriculum design. Inadequate system standards and a deficiency of good software tools, lack of documentation, maintenance and education value have also been key limiting factors. The overall picture seems akin to a cottage industry than a co-ordinated enterprise. Evaluation is significant, to developers and users in this field, because in the short-term it improves the usability and life-span of the numerous systems that have been developed and in the long-term it focuses attention (away from the impetus to deliver) towards issues of appropriateness and quality in system design. Different traditions of evaluation are explored, including the selection criteria used in educational technology and the impact of the quality philosophy on software engineering. This research was conducted using the Before-after Two-group design on forty-two accountancy students, where a conventionally taught group was compared with the accountancy tutor group. Performance on a number of marginal (or variable) costing problems was measured before and after both groups were taught. Moreover, the experimental group was given a questionnaire to complete (which was designed to capture their assessment of the system). The results derived from the well- crafted questionnaire were indicative of the systems strengths and weaknesses and supplied useful criteria for future research.
... These lines of evidence support the importance of learnability in e-learning system evaluation. Learnability problems result in additional training courses, personnel, support and maintenance cost (Lindgaard, 1994). Generally, the ease of learning, the sufficiency of the user manual and the clarity of wording not only improves the learnability of the e-learning system but also decreases users' mental load. ...
Article
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This study considers the interaction between an e-learning system, the Blackboard system, and the students who use it in Saudi Arabia. While previous work exists, there is limited consideration of the assessment of the preferences of e-learning system usability variables based on students’ perspectives, especially in developing countries such as Saudi Arabia. This paper attempts to fill the gap by investigating the relative importance of the design criteria developed for e-learning system usability evaluation from the students’ perspective in Saudi tertiary education. Based on reviewed literature, a set of usability principles was developed that have had an influence in the students’ learning process and use of the e-learning system. The list includes system navigation, system learnability, visual design, information quality, instructional assessment and system interactivity. An exploratory study was carried out to identify the most important usability design characteristics from a student’s perspective and then evaluate the overall usability of the current e-learning system, based on this subset. A quantitative approach was adopted to weigh usability design characteristics, based on 181 learners’ perceptions. The sample consists of undergraduates who are users of a web-based e-learning system in a university in Saudi Arabia. The research instrument was tested for construct validity and reliability. The analysed results have shown that information quality is the most important dimension followed by the navigation of the e-learning system. The study has also revealed that the system learnability and visual design came third and fourth in order of importance of e-learning system usability assessment. Finally, the least important design categories that influenced the e-learning system usability assessment were instructional assessment and system interactivity. The empirical results of this study may help to provide insights for designers and evaluators leading to a more effective approach to improve the usability and uptake of the e-learning system.
... The objective design of a system has a possible direct impact on the perceived usefulness of it and indirectly impact on perceived easiness of use [7]. In addition, relevance also matters and affects the user's perception [8]. ...
... 보의 표현 형태라고 할 수 있다(Lindgaard, 1994). 여러 선행연구를 통해, 화면설계에 따라 사용자의 검색 전략과 성과가 상이하다는 점을 파악할 수 있다(Hu, Ma, & Chau, 1999;Lim, Benbasat, & Todd, 1996;Liu et al., 2002). ...
... Interface characteristics comprise terminology, screen design and navigation. According to Lindgaard (1994) terminology refers to the words, sentences, and abbreviations used by a system, screen design on the other hand is the way information is presented on the screen whereas navigation clarity is the ease with which users can move around the system. The impact of interface characteristics has been shown to influence user performance by library and information science researchers such as Meadow et al. (1995) and Rao et al. (1995). ...
... Several additional works provide practical guidance on the implementation of usability testing. Lindgaard (1994) outlines how to collect data and the techniques of usability testing. In addition, Ruben (1994) has written an excellent handbook that provides a step-by-step process regarding the design and application of usability testing. ...
Conference Paper
Advances in information technology provide opportunities to inform users in ways that were only imagined twenty years ago. However, information providers need to inform themselves concerning the best way to deliver resources tc these users. Often assumptions are made about users that are inaccurate and untrue. With a view to these shortcomings, a team came together to collect information from users to assist in the redevelopment of a departmental library homepage at a major U.S. university. Methods used by social science researchers and by businesses to ascertain customer preferences were employed to increase understanding of the needs and desires of library users. Applying the tools of qualitative research improved understanding of the inexact science one must practice in dealing with diverse groups. This paper is a report of the findings, some surprising, some expected, but all relevant to the shape "Informing Science" takes in one library.
... The terminology used in any IS enables productive navigation through a web-based system, as well as effective usage of resources Kim, 2006). It is believed that one major problem with the terminology used in IS is the inappropriate use of language (i.e., words, phrases, or vocabulary) used by a system (Lindgaard, 1994); therefore, the terminology used in any IS enables productive navigation through a web-based system, as well as facilitating effective usage of resources Kim, 2006). ...
Article
Prior work on the technology acceptance model (TAM) is mainly devoted to the influence of TAM’s core motivational factors and their impact on behavioral intent towards IS acceptance. Relatively little research has focused on what specific system design characteristics motivate individuals towards IS acceptance. This article identified specific systems design factors and examined their impact on TAM’s motivational factors through the TAM model. The findings will help designers to design and implement better user-accepted systems.
... Studying the factors influencing the usability of a digital library, Fox et al., in 1993 brought forth the importance of the quality of the system interface as a key reason for most of the people not using information retrieval systems. Taking the thought further, Lindgaard (1994) while talking about the potential problems with digital libraries brought forth the problems faced by the users in understanding the contents of digital libraries because there might exist a disparity between the language spoken by the users of these digital libraries and the terminology used by them. The content on digital libraries may often contain technical and professional terms unfamiliar to the people accessing them. ...
Article
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Libraries, which were once the sole gateway to information and knowledge are no longer the same. As more information becomes freely available, the concept of digitization of information is gaining momentum. 'Digital Libraries' clearly are the way to future. This revolution in the library function is well underway in universities and research sectors and is also happening in schools, corporations and even in public libraries. The present study was undertaken to gain an insight into the acceptability and perceived usage of digital libraries in the Indian context and to identify issues associated with it among the management faculty members. The results show that there is a growing acceptance of digital libraries among the management faculty members who perceive it mainly as a good research repository.
... Conforme refere Lindgaard (1994), quando se efetuam avaliações de usabilidade pretende-se essencialmente melhorar um produto já existente, comparando dois ou mais produtos, recorrendo a um sistema de medição tendo como referência um conjunto de orientações padronizadas. ...
Thesis
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It is currently unquestionable the influence of internet in the tourism industry, and it is already acknowledged the existence of a “digital” tourism market. However, it is noticeable that the tourist destinations have different levels of development of ICT - Information and Communication Technologies. Through the combination of these factors, the tourism marketing - in particular its digital dimension - is assuming an increasingly prominent role in organizations. The aim of this study is to determine whether, in addition to the constraints inherent to the technological conditions, the Destination Management Organization (DMO) website usability can influence its demand, and if there are different levels of digital satisfaction. From a qualitative and quantitative assessment, it was determined how the factors that limit the usability of a website can be overcome adjusting it to the needs and desires of consumers; recommendations are presented to promote improvements in the websites usability of destination management organizations, as well as ways to improve digital satisfaction. As a result of the research that was made it can be concluded that at the initial stage of preparation of the trip or vacation the website usability influences the search for a tourist destination. It was also concluded that the TDDSI - Tourism Destination Digital Satisfaction Index calculation methodology will enable through benchmarking the improvement in websites usability and the outlining of new marketing strategies for the digital market. Keywords: Usability, Digital Divide, Tourism Marketing Unesco Codes: 531290, 531105
... En el experimento, los expertos utilizaron métodos de observación y tomaron notas [24]. Además se aplicaron técnicas de pensar en voz alta [13] y entrevistas [15]. Finalmente y con el objetivo de determinar cómo se resuelven las actividades propuestas, se analizaron los registros de usuario (logs). ...
Article
How usability assessment of mobile interactive applications should be conducted in the frame of agile methodologies is an open question. On the one hand, usability evaluation consumes time and resources, which can make agile methodologies lose their agile essence. On the other hand, there is a considerable debate about whether user interactions with mobile systems should be investigated in the field or in more traditional laboratory environments. This work compares the results of a field study conducted in an interactive context-dependent mobile application with performed laboratory studies. This study has allowed identifying different interaction patterns and contextual factors not likely to be simulated in laboratory environment. Integrating field evaluations in agile methodologies is consistent with the objective of improving product quality through incremental assessments.
... Usability can be defined as a measurement of how easy it is to complete certain operations according to given roles within the scope of a product or system (Shackel, 1991;Chapanis, 1991;Lindgaard, 1994;Acartürk and Çağıltay, 2006). Usability comprises the aspects effectiveness, efficiency and satisfaction of a system or goods (ISO, 1997). ...
... Kullanışlılık, bireylerin bir ürün veya sistem kapsamında, verilen rollere göre belirli işlemleri ne kadar kolay tamamlayabildiğine ilişkin bir ölçümdür (Shackel, 1991;Chapanis, 1991, Lindgaard, 1994. Kullanışlılık temel olarak bir ürünün veya sistemin verimlilik, etkililik ve memnuniyet değişkenleri açısından değerlendirilmesi sonucunda elde edilir (ISO, 1997). ...
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Web Macerasi", in which various Internet and Web technologies were employed, was designed as a dynamic system in order to integrate educational technology into teaching-learning process, and the usability of this system was evaluated in this study. The pretests and the posttests were developed and the scenarios were written for performing heuristic walkthrough evaluation. The usability evaluations were carried out by help of 5 students and 5 academicians who were volunteers and experts in their field. The usability tests results revealed that both two groups have finished the process with success of 75%. It was determined that informing the users on theoretical basis of "Web Macerasi" approach, using different concepts for some processes and providing extra links relating to some procedures would help for increasing the systems' usability.
... It is noteworthy, that the distinction between usability, usefulness, and utility is often fuzzy (Landauer 1995) and sometimes those terms are used synonymously. For example, usefulness can be defined as the "degree to which a given system matches the tasks it is intended to support" (Lindgaard 1994). ...
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Based on cross-disciplinary approaches to Embodied Conversational Agents, evaluation methods for such human-computer interfaces are structured and presented. An introductory systematisation of evaluation topics from a conversational perspective is followed by an explanation of social-psychological phenomena studied in interaction with Embodied Conversational Agents, and how these can be used for evaluation purposes. Major evaluation concepts and appropriate assessment instruments – established and new ones – are presented, including questionnaires, annotations and log-files. An exemplary evaluation and guidelines provide hands-on information on planning and preparing such endeavours.
... In the field of human-computer interaction (HCI), computer software is evaluated in terms of its usability (Dillon, 1983;Dumas & Redish, 1999;Lindgaard, 1994;Nielsen, 1993;Rubin, 1994). Usability, in turn, is defined according to several subcomponents. ...
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This dissertation builds on previous research on constrained scaling, a technique for training individuals to translate mental magnitudes to numeric scales. Constrained scaling has been found to reduce significantly the variability in scale use both within and between individuals. A series of 15 brief experiments related to constrained scaling is presented. Specific findings include: (1) loudness constrained scaling experiments can be implemented on a conventional personal computer without the need for specialized hardware; (2) loudness scaling experiments can be successfully conducted without the need for a sound attenuating chamber; (3) cross-modal constrained scaling exhibits scale carryover from the training to the testing stimuli; (4) cross-modal constrained scaling is also susceptible to stimulus range effects; (5) brightness stimuli should be flashed in order to minimize the possibility of participant light adaptation; (6) conventional computer monitors are effective for displaying color brightness scaling stimuli; (7) constrained scaling of color brightness results in significantly reduced variability compared to magnitude estimation; (8) interval stimuli are more effective than ordinal stimuli for scale training; (9) random noise should be added to feedback values when using ordinal training stimuli; (10) the optimal ratio of training to testing trials is 1:1; (11) the ratio of training to testing scaling exponents is constant across scaling modalities; (12) there is considerable individual difference in scaling the subjective utility of money; (13) constrained scaling increases sensitivity to individual differences in scaling; (14) constrained scaling is more sensitive than magnitude estimation for rating the subjective visual appeal of Web pages; (15) constrained scaling can be applied successfully to aid software users in making parameter selections for streaming media. These 15 experiments demonstrate that constrained scaling is easy to implement without costly or specialized psychophysical laboratory equipment. Further, the experiments highlight the current breadth of constrained scaling research, including traditional psychophysical domains such as loudness and brightness scaling to novel psychometric domains such as rating the subjective utility of money or the visual appeal of Web pages. Finally, they show that constrained scaling offers unmatched reliability in introspective elicitation, making it a powerful tool for cognitive research.
... The physical appearance of people influences their social interaction especially attractiveness, but they are not affected only from the beauty of others but also from the aesthetics of nature, of architecture and of artifacts. According to Lindgaard (1994), to evaluate the physical appearance of something, it takes 50 milliseconds, with another author claiming that ones does not need more than half a second (Tractinsky, 2004). ...
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This paper presents a theoretical model based on a formula that combines three theoretical factors which – it is argued - significantly contribute to the process of designing 3D avatars. These factors are aesthetics, user experience and psychology. The purpose of the paper is to put forward new ideas on what informs the design process of 3D avatars. An additional reason of the formulation and the proposal of a visualization through a formula, is to simplify the procedure of 3D avatars design while at the same time comprehending the influence of aesthetics, user experience and psychology. The paper provides an overview of existing research on aesthetics, user experience and psychology and how these can inform 3D avatars design procedure. As all theoretical models, this one
... This is all fed back into the design process. Lindgaard (1994) suggests four categories of usability issues: ...
... Terminology refers to the words, sentences, and abbreviations used by a system (Lindgaard, 1994); therefore, the terminology used in any system facilitates productive navigation through an information system as well as effective usage of resources Kim, 2006). According to Hong et al. (2002), one major problem with the terminology used in information systems is inappropriate jargon. ...
... Bij kinderen met een verstandelijke beperking verloopt de taalontwikkeling, net als de totale ontwikkeling, trager dan bij normaal begaafde kinderen (Goorhuis & Schaerlakens, 1994 (Lindgaard, 1994 (Rubin, 1994 representatie wat direct uit de tekst wordt gehaald (Kintsch, 2002). De representatie hiervan kan gezien worden als een netwerk met aan elkaar gerelateerde proposities. ...
... [18] ...
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Two approaches to research on UX models and measures are discussed on basis of experiences from the field of usability research and an ongoing case of user involvement in SD by way of social media. It is suggested that simple measures and ad-hoc models, rather than complex models and measures, may be beneficial to the relevance of UX research for SD practice.
... The physical appearance of people influences their social interaction, especially attractiveness, but they are affected not only from the beauty of others but also from the aesthetics of nature, of architecture and of artifacts. According to Lindgaard (1994), to evaluate the physical appearance of something takes 50 milliseconds, with another author claiming that one does not need more than half a second (Tractinsky, 2004). ...
Article
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This paper introduces a theoretical model that combines three theoretical factors which – it is argued - significantly contribute to the operation of designing 3D avatars. These factors are aesthetics, user-experience and psychology. The aim of the report is to put forward new ideas on what informs the design operation of 3D avatars. An additional reason for the creation of this theoretical model is to simplify the procedure of 3D avatars design, while at the same time comprehending the influence of aesthetics, user-experience and psychology. The paper provides an overview of existing research on aesthetics, user experience and psychology and how these can inform 3D avatars design procedure. As with all theoretical models, this one too needs further testing; a set of future research questions are posed.
... denominado Evaluación Heurística (Nielsen y Molich, 1990). Este método permite obtener resultados en poco tiempo involucrando un número pequeño de personas (Lindgaard,1994). ...
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Resumen. Este trabajo describe el proceso y el análisis de los resultados de un proyecto de evaluación de la usabilidad y accesibilidad de un conjunto de dispositivos interactivos denominados Puntos de Información Ciudadana. Estos son unos terminales que el Ayuntamiento de Lleida ha distribuido en diferentes localizaciones estratégicas de la ciudad, con el objetivo de facilitar el uso de servicios y sistemas de información que el consistorio ofrece a sus ciudadanos. La iniciativa sirve además para acercar las TICs a todas las capas sociales y disminuir la fractura tecnológica entre la población. Los puntos clave del proyecto residen en los parámetros a considerar para realizar una evaluación a este tipo de dispositivos (evaluación estrechamente relacionada al contexto de interacción) y la forma de aplicar las metodologías de evaluación de la usabilidad y accesibilidad para este tipo de contextos. Abstract: This paper describes the process and the results analysis of a usability and accessibility evaluation project for a set of interactive devices called Citizen Information Points. These are specific designed interactive terminals that Lleida City Council distributed around strategic locations in the city. Its aim is enabling and facilitating the use of the information systems and services offered by the municipality to the citizens. The initiative also serves for supplying the Information and Communication Technologies (ICTs) to all levels of society and reduces the technological divide among the population. The key points of the project are the parameters to consider when evaluating this type of devices (evaluation closely related to the interaction context) and how to apply the methodologies for evaluating the usability and accessibility for such contexts.
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Este trabajo describe el proceso y el análisis de los resultados de un proyecto de evaluación de la usabilidad y accesibilidad de un conjunto de dispositivos interactivos denominados Puntos de Información Ciudadana. Estos son unos terminales que el Ayuntamiento de Lleida ha distribuido en diferentes localizaciones estratégicas de la ciudad, con el objetivo de facilitar el uso de servicios y sistemas de información que el consistorio ofrece a sus ciudadanos. La iniciativa sirve además para acercar las TICs a todas las capas sociales y disminuir la fractura tecnológica entre la población. Los puntos clave del proyecto residen en los parámetros a considerar para realizar una evaluación a este tipo de dispositivos (evaluación estrechamente relacionada al contexto de interacción) y la forma de aplicar las metodologías de evaluación de la usabilidad y accesibilidad para este tipo de contextos.
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The purpose of this paper is to explore the understanding of e-library usage and e-library acceptance behaviors. In this paper, we use the technology acceptance model (TAM) and flow theory as theoretical frameworks in order to propose a new model for explaining users' intentions to cont'inue using the e-library. The sample for this study consisted of Korean elementary students that use an e-library system (booktobi). Booktobi, which was established in 2005 in Korea, is the earliest and most famous e-library for elementary school students in Korea. The data for this study were gathered in February 2009 by means of a paper-and-pencil survey. In total, 541 students participated in the study, and a total of 395 students completed the survey, resulting in a response rate of 73%. Of the 395 participating students, 192 were male and 203 were female. With respect to age and education, most of the participating subjects were between 11 and 13 years old. The participants had approximately six to seven years of computer and Internet experience and reported spending an average of 1 to 4 hours on the computer and/or Internet every day. In terms of their usage tendencies, 34% of respondents chose gaming, 29% chose chat-rooms, 19% chose Web browsing, 13% chose e-mail, and 5% chose downloading. The results of this study indicate four major findings. First, interface characteristics (in terms of terminology, screen design, and navigation) can indirectly influence the perceived usefulness via the perceived ease of e-library system use. Second, system characteristics (in terms of relevance and system quality) can directly influence the perceived usefulness of e-library systems. Three, system quality can positively influence both perceived usefulness and the perceived ease of e-library system use. Finally, the total influence of the perceived ease of use can be singled out as a primary determinant of behavioral intention. Although smaller in magnitude, the significant effect of system quality on perceived usefulness suggests that by improving the fit between e-library systems and user information needs, we cannot only generate positive perceptions about the usefulness of e-libraries but also about the ease of their use. These findings highlight the importance of e-library system characteristics and, in particular, system quality.
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Interview with Anthony Davidson, SuperAguri F1 GP Driver (autosport.com, March 2, 2007): Q: Can you actually learn anything from the [F1 videogame] though? AD: Absolutely. When I did the 2004 season, I really relied on having video data from the team and using the PlayStation games as well to learn the circuits. We always deal in corner numbers, we don’t use the proper corner names, so we have a little map in the car with the numbers. For you to visualize it beforehand is a help, because when they talk about a bump in turn three then you know what they are talking about before you have even walked the circuit or seen any onboard footage. You know roughly what the track looks like and when you get out there you smile because it is exactly what you were doing in your living room. And now the graphics have stepped up another level it is so much more realistic. F1 drivers can benefit from computer simulations, with a supplement of training before racing on a newly built circuit, with no consolidated knowledge. Managers (and students, too) can benefit from PC-based simulations that recreate complex business worlds as well. Books contain theories, along with a good number of examples. Computer-based business games can add dynamism and a temporal dimension to the standard managerial theories contained in books. Many researchers think that the potential of the computer as a learning tool is very high if we involve the user in a simulation process, instead of giving him a description of reality. This theory is confirmed by many field examples, as shown before by the Formula 1 pilot, who adopts a particular software in order to learn how to drive on a circuit that he has not tested directly. U.S. Marines play Quake and Unreal to simulate the mission in which they will be involved. Business games, finally, start to be adopted in managerial education as learning support tools. For example, EIS simulation has been developed at Insead Business School in order to simulate organizational change, while FirmReality has been developed at Bocconi University to study the integrated use of organizational capabilities to gain competitive advantage. Scientific and managerial literatures recognize the potential of these instruments for learning purposes (compatible with andragogical and collaborative learning theories), but cannot address their design and the integration within distance-learning practices. The current debate on computer simulations involves the research and the standardization of rules for the project phases, in order to take advantage of the potential attributed to this tool, and enhance the compatibility between managers/students and this form of learning.
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iFreeTablet es un nuevo concepto de Interfaz de usuario que persigue los mismos objetivos de la Interacción Persona Ordenador. El iFreeTablet está compuesto por un conjunto de dispositivos físicos (tabletPC, mando a distancia, cámara Web, dispositivos de comunicación, electrónicos del hogar, sistemas médicos digitales y en general cualquier elemento que se pueda integrar o conectar a un PC) y de dispositivos lógicos (aplicaciones) implementados en lo que hemos denominado SIeSTA (Sistema Integrado de e-Servicios y Tecnologías de Apoyo). iFreeTablet se ha concebido integrando el concepto de "inteligencia ambiental" que es un terreno fronterizo entre los últimos avances en computación ubicua, para la integración de la informática en el entorno de la persona, y los nuevos conceptos de interacción inteligente entre usuario y máquina.
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This paper identifies the characteristics of the ecological product consumer, and considers their disposition to buy those products even when the price is higher than non-ecological products. Variables relating to ecological behaviour such as values, lifestyle, personality and attitude (Straughan and Roberts, 1999; Kotchen and Reiling, 2000; Chan, 2001; Laroche et al., 2001) are considered. To achieve our purpose, a survey with a random sample of 573 consumers was designed. Several exploratory and confirmatory factor analyses were conducted and a logistic regression analysis was applied on the obtained data. The results confirm that the psychographic variables used differentiate the profile of the consumer who is willing to buy ecological products at different prices.
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The paper (in German) describes the application of Alan Cooper's personas concept to a researach project on folk literature at the University of Saarland. The project "By all means - literary archival materials on the Internet" was part of the electronic archive of Saar-Lor-Lux region and dealt specifically with the work of the poet, writer and theatre producer Alfred Gulden (born in Saarlouis, Saarland).
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We are living in the information age where almost every aspect of our life, directly or indirectly, relies on information and communication technology (ICT). The uses of ICT through big data has increased which therefore ended to be everything can directly go through online and people are now able to upload, retrieve, store their information and collect information to big data. Through big data learning management system (LMS), student managed and stored their intangible assets such as knowledge and information, documents, report, and administration purpose. LMS is basically application software that is capable and designed to provide electronic learning, and has been acknowledged to yield an integrated platform providing content, the delivery as well as management of learning, while supplying accessibility to a wide range of users that include students, content creators, lecturers as well as administrators. Universities aim to successfully implement a LMS in order to ease the learning process. This successful implementation lead to Universities make Business Process Re-engineering for their learning activity. Throughout the years, successful implementations of LMS have proven to be a very beneficial tool, providing ease and convenience. LMS is used not only in academic institutions such as schools and universities, but is also popularly used in a number of private corporations to provide online learning, training and is also capable of automating the process of record-keeping as well as employee registration. The objectives of this study are to reveal big data as enabler of LMS as Business Process Re-engineering bring users specifically, various benefits of its multi-function ability.
Conference Paper
Agile development is a current trend in Software Engineering which is encouraged by the special needs of interactive systems that require incorporating usability engineering in their development processes. In this regard, how usability assessment of mobile interactive applications should be conducted in the frame of agile methodologies is an open question. On the one hand, usability evaluation consumes time and resources, which can make agile methodologies lose their agile essence. On the other hand, there is a considerable debate about whether user interactions with mobile systems should be investigated in the field or in more traditional laboratory environments. This paper presents the results of a field study conducted in an interactive context-dependant mobile application. This study allowed detecting different interaction patterns and contextual factors that are difficult or impossible to simulate in laboratory. The way and timing in which evaluations were performed were carefully considered to optimize the cost in time and resources. The integration of field evaluations in agile processes, as the one here presented, is consistent with the objective of improving product quality through incremental assessments.
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This paper describes a communication system accessible through a Web browser. The main advantage of this system is to encourage a collaborative way of learning using asynchronous communication channels. The conversation is strongly structured by the system itself which helps the users to co-ordinate their actions playing their respective roles within a task. A conversation always occurs in the context of a task where each user plays a particular role. The system is built around the notion of an active form which is the single way for the user to communicate with the system. This system can be used by the actors of the educative process to self organise their work in a Virtual Campus. The first implementation is now finished and a usability test has been undertaken; the system has been modified in consequence.
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This chapter gives the functional specification of a communication system accessible by a Web browser. The main advantage of this system is the encouragement of a collaborative way of learning using asynchronous communication channels. A conversation always occurs in the context of a task where each user plays a particular role. The conversation is strongly structured by the system itself, which helps the users to coordinate their actions when playing their respective roles within a task. The system is built around the notion of active form, which is the way that the user communicates with the system.
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Usability, defined as a measure of the ease with which a system can be learned or used, is an important aspect of developing modern applications. It is crucial not only in common-use solutions such as mobile or web applications, but also in sophisticated software dedicated to specialists. Tools supporting criminal analysis are a good example of such software. The aim of the paper is to show how usability tests can influence the process of development of a specialized software. To achieve the goal the paper presents tests of a sample graph editor for link analysis provided by LINK platform—an environment supporting criminal analysis developed at AGH-UST in Kraków. The methodology of usability tests together with results and summary about modifications in user interface are presented in corresponding chapters. Than, conclusions about influence of usability tests on development process are drawn.
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Bei der folgenden Arbeit handelt es sich um eine Usability-Studie des Kletterportals "Felsinfo" des Deutschen Alpenvereins e.V. (DAV). Das Portal stellt die Erarbeitung einer Konfliktlösungsstrategie im Bereich Klettern und Naturschutz dar. Die Arbeit untersucht, ob das Portal aus Sicht der Usability Schwachstellen aufweist. Die übergeordnete Fragestellung ist: Wie kann eine optimale Nutzbarkeit für Klettersportler erreicht werden? Das Anliegen dieser Arbeit ist es daher, das Informationsangebot des Portals auf seine Usability zu untersuchen. Zur möglichst umfassenden Identifizierung eventueller Usability-Schwachstellen werden verschiedene Verfahren und Methoden angewendet, die im Verlauf der Arbeit zusammen mit den erzielten Untersuchungsergebnissen detailliert erläutert werden. Es folgen Verbesserungsvorschläge zur Optimierung des Portals sowie ein Ausblick auf die mögliche weitere Entwicklung des Portals im Hinblick auf technische Neuerungen.
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Purpose – The purpose of this paper is to propose a hybrid model based on expectation-confirmation model (ECM), technology acceptance model (TAM), and updated DeLone and McLean information system (IS) success model to examine whether quality factors as the antecedents to user beliefs affected users’ continuance intention of the digital library. Design/methodology/approach – Sample data for this study were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaires were distributed in the campus library, and 525 (87.5 percent) usable questionnaires were analyzed using structural equation modeling (SEM) in this study. Findings – Findings show that the proposed research model integrating ECM, TAM, and updated DeLone and McLean IS success model has good explanatory power for quality antecedents of users’ continuance intention of the digital library. Information relevance, system accessibility, and technical support play key roles in explaining users’ continuance intention of the digital library via their beliefs. Originality/value – This study’s empirical evidence on capturing ECM, TAM, and updated DeLone and McLean IS success model reveals deep insights into quality evaluation for users’ continuance intention of the digital library. Especially, this study additionally contributes to the identification of interface features that may lead to users’ continuance intention of the digital library.
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The university library exists to support the function of the university in terms of teaching and research which is particularly through its provision of adequate and relevant information resources that are supportive for faculty program needs. It is clear that the provision of up-to-date hard cover material and publications is limiting to which access to and downloading of information from computerized systems remains as a crucial factor. This makes the university library role is crucial in ensuring that the information materials are readily accessible with ease of sharing. Hence, the aim of the research was to determine the present level of acceptance for online registration and furthermore to identify factors that can affect the online registration users in using the system. The research model was developed from two dimensions named Theory of Reasoned Action (TRA) which was developed by Fishbein and Azjen and Technology Acceptance-Model (TAM), developed by Davis. The research was conducted at Universiti Utara Malaysia (UUM), Kedah. The respondents comprised of a sample of 100 Perpustakaan Sultanah Bahiyah employees. The questionnaire consisted of two sections, named demographic factor and the level of acceptance for online registration. Data were analyzed through independent t-test, one-way ANOVA and correlation. The statement " Assuming I have access to the online registration, I intend to use it " shows that 36.4 percent of the respondents disagree with this statement. In contrast, attitude towards online registration significantly associated with education level. The study also yielded evidence suggesting job position factor were significantly associated with attitude towards online registration. For example, the F value 10.367 is significant at the level 0.000. Thus, these revelations posed a challenge for Perpustakaan Sultanah Bahiyah to improve library staff competencies and skills such as information resources, information access, technology, management and research. Finally, some suggestions and direction for future researches have been forwarded to facilitate the online registration users.
Conference Paper
Usability is considered as one of the significant factors of software product quality and becoming an emergent property of an entire closed and open system. Existence of usability problem has been discovered to cause many quality problems in several studies. Despite various efforts have been taken to overcome these problems, usability problems still exist in software products. This affects continuous interaction of an open system with the user and environment. This paper presents study on formulation of Usability Risk Assessment Model to identify, analyse and prioritize potential usability risk during Software Development Lifecycle (SDLC). Using this model, usability problems in software products are dealt before it occurs to produce more usable software product and continuous interaction of an open system with the user and environment can be ensured.
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The aim of this paper is to call to attention a very large and important area of human factors engineering that is almost entirely neglected. This area consists of the language and the words that are attached to the tools, machines, systems, and operations with which human factors engineers are concerned. Examples, illustrations, and data are cited to show that changes in the words used in man-machine systems may produce greater improvements in performance than human engineering changes in the machine itself. Arguments are made that this province—the language and words of machines—is properly the concern of the human factors engineer, and not of the grammarian, linguist, or the communication theorist. The paper concludes with an outline of some of the kinds of work that needs to be done to fill these important gaps in our knowledge and technology.